/* Copyright (C) 2006 - 2008 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

/* ScriptData
SDName: Boss_Jin'do the Hexxer
SD%Complete: 85
SDComment: Mind Control not working because of core bug. Shades visible for all.
SDCategory: Zul'Gurub
EndScriptData */

#include "ScriptPCH.h"
#include "zulgurub.h"

#define SAY_AGGRO                       -1309014

#define SPELL_BRAINWASHTOTEM            24262
#define SPELL_POWERFULLHEALINGWARD      24309               //We will not use this spell. We will summon a totem by script cause the spell totems will not cast.
#define SPELL_HEX                       24053
#define SPELL_DELUSIONSOFJINDO          24306
#define SPELL_SHADEOFJINDO              24308               //We will not use this spell. We will summon a shade by script.

//Healing Ward Spell
#define SPELL_HEAL                      38588               //Totems are not working right. Right heal spell ID is 24311 but this spell is not casting...

//Shade of Jindo Spell
#define SPELL_SHADOWSHOCK               19460
#define SPELL_INVISIBLE                 24699

struct boss_jindoAI : public ScriptedAI
{
    boss_jindoAI(Creature *c) : ScriptedAI(c) {}

    uint32 BrainWashTotem_Timer;
    uint32 HealingWard_Timer;
    uint32 Hex_Timer;
    uint32 Delusions_Timer;
    uint32 Teleport_Timer;

    void Reset()
    {
        BrainWashTotem_Timer = 20000;
        HealingWard_Timer = 16000;
        Hex_Timer = 8000;
        Delusions_Timer = 10000;
        Teleport_Timer = 5000;
    }

    void EnterCombat(Unit * /*who*/)
    {
        DoScriptText(SAY_AGGRO, me);
    }

    void UpdateAI(const uint32 diff)
    {
        if (!UpdateVictim())
            return;

        //BrainWashTotem_Timer
        if (BrainWashTotem_Timer <= diff)
        {
            DoCast(me, SPELL_BRAINWASHTOTEM);
            BrainWashTotem_Timer = 18000 + rand()%8000;
        } else BrainWashTotem_Timer -= diff;

        //HealingWard_Timer
        if (HealingWard_Timer <= diff)
        {
            //DoCast(me, SPELL_POWERFULLHEALINGWARD);
            me->SummonCreature(14987, me->GetPositionX()+3, me->GetPositionY()-2, me->GetPositionZ(), 0, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN,30000);
            HealingWard_Timer = 14000 + rand()%6000;
        } else HealingWard_Timer -= diff;

        //Hex_Timer
        if (Hex_Timer <= diff)
        {
            DoCast(me->getVictim(), SPELL_HEX);

            if (DoGetThreat(me->getVictim()))
                DoModifyThreatPercent(me->getVictim(),-80);

            Hex_Timer = 12000 + rand()%8000;
        } else Hex_Timer -= diff;

        //Casting the delusion curse with a shade. So shade will attack the same target with the curse.
        if (Delusions_Timer <= diff)
        {
            if (Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM,0))
            {
                DoCast(pTarget, SPELL_DELUSIONSOFJINDO);

                Creature *Shade = me->SummonCreature(14986, pTarget->GetPositionX(), pTarget->GetPositionY(), pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
                if (Shade)
                    Shade->AI()->AttackStart(pTarget);
            }

            Delusions_Timer = 4000 + rand()%8000;
        } else Delusions_Timer -= diff;

        //Teleporting a random gamer and spawning 9 skeletons that will attack this gamer
        if (Teleport_Timer <= diff)
        {
            Unit *pTarget = NULL;
            pTarget = SelectUnit(SELECT_TARGET_RANDOM,0);
            if (pTarget && pTarget->GetTypeId() == TYPEID_PLAYER)
            {
                DoTeleportPlayer(pTarget, -11583.7783f,-1249.4278f,77.5471f,4.745f);

                if (DoGetThreat(me->getVictim()))
                    DoModifyThreatPercent(pTarget,-100);

                Creature *Skeletons;
                Skeletons = me->SummonCreature(14826, pTarget->GetPositionX()+2, pTarget->GetPositionY(), pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
                if (Skeletons)
                    Skeletons->AI()->AttackStart(pTarget);
                Skeletons = me->SummonCreature(14826, pTarget->GetPositionX()-2, pTarget->GetPositionY(), pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
                if (Skeletons)
                    Skeletons->AI()->AttackStart(pTarget);
                Skeletons = me->SummonCreature(14826, pTarget->GetPositionX()+4, pTarget->GetPositionY(), pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
                if (Skeletons)
                    Skeletons->AI()->AttackStart(pTarget);
                Skeletons = me->SummonCreature(14826, pTarget->GetPositionX()-4, pTarget->GetPositionY(), pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
                if (Skeletons)
                    Skeletons->AI()->AttackStart(pTarget);
                Skeletons = me->SummonCreature(14826, pTarget->GetPositionX(), pTarget->GetPositionY()+2, pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
                if (Skeletons)
                    Skeletons->AI()->AttackStart(pTarget);
                Skeletons = me->SummonCreature(14826, pTarget->GetPositionX(), pTarget->GetPositionY()-2, pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
                if (Skeletons)
                    Skeletons->AI()->AttackStart(pTarget);
                Skeletons = me->SummonCreature(14826, pTarget->GetPositionX(), pTarget->GetPositionY()+4, pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
                if (Skeletons)
                    Skeletons->AI()->AttackStart(pTarget);
                Skeletons = me->SummonCreature(14826, pTarget->GetPositionX(), pTarget->GetPositionY()-4, pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
                if (Skeletons)
                    Skeletons->AI()->AttackStart(pTarget);
                Skeletons = me->SummonCreature(14826, pTarget->GetPositionX()+3, pTarget->GetPositionY(), pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
                if (Skeletons)
                    Skeletons->AI()->AttackStart(pTarget);
            }

            Teleport_Timer = 15000 + rand()%8000;
        } else Teleport_Timer -= diff;

        DoMeleeAttackIfReady();
    }
};

//Healing Ward
struct mob_healing_wardAI : public ScriptedAI
{
    mob_healing_wardAI(Creature *c) : ScriptedAI(c)
    {
        pInstance = c->GetInstanceData();
    }

    uint32 Heal_Timer;

    ScriptedInstance *pInstance;

    void Reset()
    {
        Heal_Timer = 2000;
    }

    void EnterCombat(Unit * /*who*/)
    {
    }

    void UpdateAI (const uint32 diff)
    {
        //Heal_Timer
        if (Heal_Timer <= diff)
        {
            if (pInstance)
            {
                Unit *pJindo = Unit::GetUnit((*me), pInstance->GetData64(DATA_JINDO));
                if (pJindo)
                    DoCast(pJindo, SPELL_HEAL);
            }
            Heal_Timer = 3000;
        } else Heal_Timer -= diff;

        DoMeleeAttackIfReady();
    }
};

//Shade of Jindo
struct mob_shade_of_jindoAI : public ScriptedAI
{
    mob_shade_of_jindoAI(Creature *c) : ScriptedAI(c) {}

    uint32 ShadowShock_Timer;

    void Reset()
    {
        ShadowShock_Timer = 1000;
        DoCast(me, SPELL_INVISIBLE, true);
    }

    void EnterCombat(Unit * /*who*/){}

    void UpdateAI (const uint32 diff)
    {

        //ShadowShock_Timer
        if (ShadowShock_Timer <= diff)
        {
            DoCast(me->getVictim(), SPELL_SHADOWSHOCK);
            ShadowShock_Timer = 2000;
        } else ShadowShock_Timer -= diff;

        DoMeleeAttackIfReady();
    }
};

CreatureAI* GetAI_boss_jindo(Creature* pCreature)
{
    return new boss_jindoAI (pCreature);
}

CreatureAI* GetAI_mob_healing_ward(Creature* pCreature)
{
    return new mob_healing_wardAI (pCreature);
}

CreatureAI* GetAI_mob_shade_of_jindo(Creature* pCreature)
{
    return new mob_shade_of_jindoAI (pCreature);
}

void AddSC_boss_jindo()
{
    Script *newscript;

    newscript = new Script;
    newscript->Name = "boss_jindo";
    newscript->GetAI = &GetAI_boss_jindo;
    newscript->RegisterSelf();

    newscript = new Script;
    newscript->Name = "mob_healing_ward";
    newscript->GetAI = &GetAI_mob_healing_ward;
    newscript->RegisterSelf();

    newscript = new Script;
    newscript->Name = "mob_shade_of_jindo";
    newscript->GetAI = &GetAI_mob_shade_of_jindo;
    newscript->RegisterSelf();
}

